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Mad Mix Game
Topo Soft U.S. Gold  1988
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karnevi karnevi · 23/10/1999 · actualizada: 25/11/2025 · 128949 views [#18]
Un 3 de agosto de 1999 nació Spectrum Zone, antecesora de Computer Emuzone [CEZ]. Así que ya hemos celebrado las bodas de plata external, y no está de más decirlo, aunque no hayamos podido preparar nada especial. Aquí seguiremos lo que aguantemos. ¡Gracias por todo!
61-mad-mix-game-a.jpg61-mad-mix-game-a.jpg
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Idioma: español inglés
Título: Mad Mix Game
AKA: Mad Mix Game: The Pepsi Challenge
Inspiración: Pac-Man
Género: Arcade
Distribución: Comercial
Precio: 875 Pts
Price: £7.99/11.99/14.99
Revistas disponibles
The Games Machine  MicroHobby  Micromanía  Your Sinclair  Crash  Sinclair User  ACE  Amstrad Personal  ZZAP!  Micromanía  Amstrad Acción 
puntuacionespuntuaciones
Nota Votos
1 6
2 1
5 1
7 8
8 20
9 38
10 102
puntuacion Puntuacion 9
puntuacion Puntuacion 9.4
puntuacion Puntuacion 6.5
enlaces cezenlaces cez
REMAKES
Mad Mix Game Remake
RELACIONADOS
Mad Mix 2
SI TE GUSTA...
Run Barbarian Run
Hiper Tronic
Proteus
M-47
PACKS
Top by Topo
Erbe 88
2 por 1: Mad Mix Game/Silent Shadow
2 por 1: Black Beard/Mad Mix Game
equipo de programaciónequipo de programación
Idea: Rafael Gómez
Programa: Rafael Gómez
Versión C64: Jesús Miguel Medina
Versión Atari: Salvador Casamiquela Pérez
Versión PC: Gervasio Marcos
Gráficos: Roberto Potenciano Acebes
Música: César Astudillo (Gominolas)
Colaboración gráficos C64: Antonio Manuel Romero Guerra (Johnny)
Portada: Alfonso Azpiri
Software de apoyo: José Manuel Lazo
Ver créditos completos
info+info
En las zonas de CEZ
Spectrum ZoneAmstrad ZoneC64 ZoneMsx ZoneAtari ZonePc Zone
En otras páginas
Amstrad ESPIndice RetroGoto 1982
comentacomenta
     

titrevistas
magazine nº 14. Pág. 41
39 44 43 37
 

magazine nº 171 (junio 1988). Pág. 44-45
 

magazine nº 1 (junio 1988). Pág. 14-15 (Spectrum)
 

magazine nº 36 (december 1988). Pág. 46-47
8
Pepsiman packs a fixx with some nice variations on a classic formula though the gameplay is less well balanced.

Pick a Pacman! Calling a temporary truce to test out two variations on the arcade classic are the one-time YS lovebirds, Gwyn 'Ghost Gobbler' Hughes and Rachael 'Power Pills' Smith. It's amaze-ing how they'll make the peace for a few pounds.
Rachael: History time! First there was Pong, then came Space Invaders and Defender...
Gwyn: ... And then came Pacman!
Rachael: But games grew more elaborate. There was Elite and Lords Of Midnight and Driller and then...
Gwyn: ... And then came Pacman again!
Rachael: Yes, even though programming has reached the pinnacle of sophistication, there are still thrills to be found in the old faves. Witness the great Breakout revival which has arcaders busting their blocks in a zillion different ways (Remember YS's very own Batty?) Pacman was first of the maze games complete with all the collecting and dodging you could hope for and not an alien in sight. Pacman was different...
Gwyn: Yes. Pacman was boring. I can remember typing in a version of the game on my ZX81 and regretting the time I'd wasted!
Rachael: Wha'! You don't like little round heroes?
Gwyn: No, I think they're a load of balls.
Rachael: And what about mazes. You must like Hampton Court?
Gwyn: I don't know - I've never got my hampton caught!
Rachael: Gak! I can see this is going to be a bundle of fun. Load the first game, Maestro, and away we go...


PSYCHO PACMAN

Rachael: Yes, Pac-Mania is taking the country by storm as the big P goes crazy. Grandslam's official licence of the arcade machine is a classic conversion, compete with power pills which let you much on ghosts, fruit to collect and wrap around tunnels which take you - and those pesky ectoplasms - from one side of the maze to the other. But where Pac-Mania really differs is the scenery. Instead of the old over the top 2D view you get a 3D view into the landscape which scrolls smoothly around.
Pac-Mania starts in Block Town, an easy level to get your appetite going. Pacman's Park, which follows, is tougher. A tunnel means you're in more danger from ghosts popping up where you least expect them. By level three, Sandbox Land, things really are getting tough. The troublesome spooks can jump across the blocks to cut you offf, and the tunnel is a dual carriageway affair. But the Jungly steps is the most spectacular landscape, a steep climb with lots of angry ghosts that will catch you unless you're very lucky and reach a power pill.
Though the game runs on 48K there's a bonus for 128K owners - the tape automatically discovers how much memory you've got and crams in a musical soundtrack if there's room...
Gwyn: It doesn't take machine code to tap my memory. I can remember a million games more interesting than this one. What the gormless tottie has failed to tell you is none of the levels is awesomely large. In fact they're pretty puny. Even the programmers seemed aware of this so once you've completed Pac Park for the first time, you have to do it all again before you move on. The same with successive levels. The whole thing is too easy and desperately dull.
Rachael: Not fair. You can go to any of the first three levels automatically, so you don't have to play the less challenging ones, and there's a nice 'credit' feature which sometimes gives you 10 seconds to return to the level you just lost, if you want.
Gwyn: Big deal - a free chance to prolong the tedium. You can send this one packaging, as far as I'm concerned!


CRAZY IRISHMEN

Rachael: Crazy Irishmen - Mad Micks - Geddit! (Yes, and so will you if you crack any more like that! Ciaran) Mad Mix is not a Pacman game. Of course it features mazes, spheres to eat, ghosts and the tike, but that's not Pacman chasing - it's Pepsiman!
Pepsiland's landscapes are much more varied than Pacland's. There are one way systems which, when you get into them, drag you round until you've destroyed all their tiles, and trap doors to block off passageways. And somebody must have spiked Pepsi's soft drink with something psychedelic because Pepsiman keeps changing into other forms. 'Cos as well as the ghost-eating Angry Pepsiman there's the Pepsipotomus. A Pepsidigger and even a Pepsispaceship and Pepsitank which add a shoot 'em up element when you tread on the right squares.
And you'll need all the help you can get because there are several foes. As well as Ghosts there are Ladybothers, who create new spheres where you've eaten them, and Repugnants, who can 'clamp' spheres and make them inedible, just like the repugnant traffic warden who clamped my motor last Saturday.
Gwyn: Of course he's not so repugnant in this game. Sure there's more to do but the playability isn't as hot as it could be. The first round is so open-plan that you can't plan a proper course - the secret of success in all maze games. Things do look up in round two though, and round three is quite pretty!


TO P OR NOT TO P?

Gwyn: What can I say? Neither of these games is exactly a major contribution to computer science. In fact they're such a step back I'd like to lose both of them in a maze. Dull and repetitive, but if I had to choose, I'd say Pac-Mania has it on playability even though it may bore you to death with deja vu.
Rachael: Now that old misery guts has gone I can honestly say that it's good to see Pac back. Okay, so there are better games, but this is just the sort of simple entertainment that appeals to us simple souls. Hardened gamers probably will work their way through Pac-Mania more quickly so Mad Mix is probably their mega mix. However if you're a Pac purist you'd do well to go for the Grandslam game.

GRAPHICS: 9
PLAYABILITY: 7
VALUE FOR MONEY: 6
ADDICTIVENESS: 8
TOTAL: 8
 

magazine nº 58 (November 1988). Pág. 85
85
 

magazine nº 79 (October 1988). Pág. 63
74
 

magazine nº 15 (December 1988). Pág. 56
524
 

magazine nº 10 (junio 1988). Pág. 36-37
 

magazine nº 44 (december 1988). Pág. 23
48
 

magazine nº 10 (marzo 1989). Pág. 31 (PC DOS)
9
 

magazine nº 13. Pág. 46
70
 

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